Merge branch 'master' into doc-union
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+7
-7
@@ -823,7 +823,7 @@ void LoadMapFromCameraTransition(u8 mapGroup, u8 mapNum)
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ResetFieldTasksArgs();
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RunOnResumeMapScript();
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if (gMapHeader.regionMapSectionId != MAPSEC_BATTLE_FRONTIER
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if (gMapHeader.regionMapSectionId != MAPSEC_BATTLE_FRONTIER
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|| gMapHeader.regionMapSectionId != sLastMapSectionId)
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ShowMapNamePopup();
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}
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@@ -1082,7 +1082,7 @@ static bool16 IsInflitratedSpaceCenter(struct WarpData *warp)
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u16 GetLocationMusic(struct WarpData *warp)
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{
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if (NoMusicInSotopolisWithLegendaries(warp) == TRUE)
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return 0xFFFF;
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return MUS_NONE;
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else if (ShouldLegendaryMusicPlayAtLocation(warp) == TRUE)
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return MUS_ABNORMAL_WEATHER;
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else if (IsInflitratedSpaceCenter(warp) == TRUE)
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@@ -2235,10 +2235,10 @@ static void CB1_UpdateLinkState(void)
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// Note: Because guestId is between 0 and 4, while the smallest key code is
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// LINK_KEY_CODE_EMPTY, this is functionally equivalent to `sPlayerKeyInterceptCallback(0)`.
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// It is expecting the callback to be KeyInterCB_SelfIdle, and that will
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// It is expecting the callback to be KeyInterCB_SelfIdle, and that will
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// completely ignore any input parameters.
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//
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// UpdateHeldKeyCode performs a sanity check on its input; if
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// UpdateHeldKeyCode performs a sanity check on its input; if
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// sPlayerKeyInterceptCallback echoes back the argument, which is selfId, then
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// it'll use LINK_KEY_CODE_EMPTY instead.
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//
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@@ -3051,7 +3051,7 @@ static void SetPlayerFacingDirection(u8 linkPlayerId, u8 facing)
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#define TEMP gLinkPlayerMovementModes[linkPlayerObjEvent->movementMode](linkPlayerObjEvent, objEvent, facing)
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gMovementStatusHandler[TEMP](linkPlayerObjEvent, objEvent);
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// Clean up the hack.
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#undef TEMP
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}
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@@ -3199,8 +3199,8 @@ static void SpriteCB_LinkPlayer(struct Sprite *sprite)
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{
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struct LinkPlayerObjectEvent *linkPlayerObjEvent = &gLinkPlayerObjectEvents[sprite->data[0]];
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struct ObjectEvent *objEvent = &gObjectEvents[linkPlayerObjEvent->objEventId];
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sprite->pos1.x = objEvent->initialCoords.x;
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sprite->pos1.y = objEvent->initialCoords.y;
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sprite->x = objEvent->initialCoords.x;
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sprite->y = objEvent->initialCoords.y;
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SetObjectSubpriorityByZCoord(objEvent->previousElevation, sprite, 1);
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sprite->oam.priority = ZCoordToPriority(objEvent->previousElevation);
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